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Question by uniqe · Sep 06, 2018 at 06:43 AM · loopwaitforsecondscoroutines

Trying to implement synchronized laser system.

I am trying to implement 3 laser obstacle which activates and deactivates periodically after some time(one at a time). I have created a structure for storing obstacle and created an array of structure object.

  public float sec = 5.0f;
     [Serializable]
     public struct LaserEntity {
         public GameObject Laser;
     }
     [SerializeField]
     LaserEntity[] LE;
     private void Awake()
     {
         LE[0].Laser.SetActive(true);
     }
     private void Update()
     {
         laserprocess();
     }
     void laserprocess() {
         for (int i = 0; i < LE.Length; i++)
         {
             StartCoroutine(Activate(sec, LE[i]));
         }
     }
     IEnumerator Activate(float time, LaserEntity LE) {
             LE[i].Laser.SetActive(true);
             yield return new WaitForSeconds(time);
             LE[i].Laser.SetActive(false);  
     }

// I guess it works well for the first iteration but not for remaining ones.

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Answer by Mahir-Gulzar · Sep 06, 2018 at 07:52 AM

@uniqe Well there are several ways to do this. what you are doing right now is kinda messy i.e calling multiple coroutines in a frame. I would suggest to do something like this..

   [Range(0.0f,5.0f)]
     public float sec = 5.0f;
 
     public bool randomize = false;
 
     //[SerializeField]
     //public struct LaserEntity
     //{
     //    public GameObject Laser;
     //}
 
     // You can refactor the code to use stuct
 
     [SerializeField]
     GameObject[] LE;
 
     int currentLaser = 0;
     private void Awake()
     {
         LE[currentLaser].SetActive(true);
         InvokeRepeating("invokeSync", sec, sec);
     }
     void invokeSync()
     {
         if(randomize)
         {
             currentLaser = Random.Range(0, LE.Length + 1);
         }
 
         if(currentLaser+1<LE.Length)
         {
             currentLaser++;
         }
         else
         {
             currentLaser = 0;
         }
         foreach(GameObject entity in LE)
         {
             entity.SetActive(false);
         }
         LE[currentLaser].SetActive(true);
     }

As you can see I have added some extra functionality... Not only you can activate and deactivate them periodically but also randomize the order of activation.. Cheers :)

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avatar image uniqe · Sep 06, 2018 at 03:26 PM 0
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$$anonymous$$ore than what I can expect. Excellent. Randomization was my second hurdle.

avatar image uniqe uniqe · Sep 06, 2018 at 07:38 PM 0
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It's contradicting for a single element. I will figure out myself for a single laser element.

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